A system for developing and deploying virtual replicas of real-world elements into a persistent virtual world system. The development of the virtual replicas is performed in a virtual environment that enables development and configuration of the virtual replicas that mirror the behavior and appearance of the corresponding real elements. The virtual replicas are enriched through data captured by sensing mechanisms that synchronize in real-time the virtual replicas with the real-world elements. The virtual replicas are shared in a virtual world-based quality assurance system where they can be either approved or rejected for subsequent adjustments, when necessary. After approval and deployment, the replicas are shared in a deployed persistent virtual world system that is viewable to end users for management and interaction of the virtual replicas. Methods thereof are also disclosed.
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2. The system of claim 1, wherein the devices connected to the server system include user devices configured to access the persistent virtual world system, replica editor, and virtual world-based quality assurance system, or other devices configured in a plurality of areas of the real world to update the persistent virtual world system via the multi-source data, or a combination thereof.
3. The system of claim 1, wherein the replica editor comprises modeling tools, location and space settings, physics settings, operation settings, artificial intelligence module, data synchronization module, or a replica testing module, or combinations thereof.
4. The system of claim 3, wherein the modeling tools comprise 3D game engine software development kits.
The system relates to software development tools for creating interactive 3D environments, particularly using game engine software development kits (SDKs). The problem addressed is the need for efficient, scalable, and flexible modeling tools that integrate seamlessly with game engines to streamline the development of 3D applications. Traditional modeling tools often lack direct compatibility with game engines, requiring additional steps to import and optimize assets, which can be time-consuming and error-prone. The system includes modeling tools that are specifically designed to work with 3D game engine SDKs, enabling developers to create, edit, and optimize 3D models directly within the game engine environment. These tools provide real-time feedback and integration, allowing for faster iteration and reduced development time. The modeling tools support features such as mesh editing, texture mapping, and physics simulation, all optimized for use in game engines. Additionally, the system may include collaborative features, enabling multiple developers to work on the same project simultaneously. The integration with game engine SDKs ensures that models are automatically formatted and optimized for real-time rendering, reducing the need for manual adjustments. This approach enhances productivity and improves the overall quality of 3D applications developed using game engines.
5. The system of claim 3, wherein the modeling tools enable generating virtual replicas with explicit data and instructions based on CAD and CAE models of the real-world elements.
6. The system of claim 3, wherein the modeling tools enable a car or drone-based image-scanning pipeline to be input through photo, video, depth measurements, simultaneous location and mapping (SLAM) scanning, or radar-imaging techniques, or combinations thereof in order to model the virtual replicas.
7. The system of claim 3, wherein the data synchronization module enables processing and incorporation of multi-source data into the virtual replicas enabling a one-way or two-way synchronization of virtual replicas with the corresponding real-world elements.
8. The system of claim 1, wherein the explicit data and instructions input through the replica editor describe a shape, location, position and orientation, physical properties, or expected functioning and impact of the real-world elements, or a combination thereof.
9. The system of claim 1, wherein the multi-source data further comprises contextual data, the contextual data comprising micro-context immediately affecting a real-world element, and macro-context derived from a plurality of micro-contexts.
10. The system of claim 1, wherein the virtual replicas are based on simulated data of unconnected real-world elements.
13. The method of claim 12, wherein developing the at least one virtual replica further comprises employing modeling tools, location and space settings, physics settings, operation settings, an artificial intelligence module, a data synchronization module, or a replica testing module, or combinations thereof.
14. The method of claim 13, wherein the modeling tools comprise 3D game engine software development kits.
This invention relates to the use of 3D game engine software development kits (SDKs) as modeling tools in a technical workflow. The problem addressed is the need for efficient, flexible, and visually intuitive modeling tools that can handle complex 3D data and simulations. Traditional modeling tools often lack the real-time rendering capabilities and interactive features required for advanced applications, such as virtual reality, simulation training, or architectural visualization. The solution involves integrating 3D game engine SDKs into the modeling process. These SDKs provide robust frameworks for creating, manipulating, and rendering 3D environments in real time. They include features like physics simulations, dynamic lighting, and scripting capabilities, which enhance the modeling experience. By leveraging these tools, users can design and test 3D models interactively, with immediate feedback on changes. The SDKs also support multi-platform deployment, allowing models to be used across different devices and systems. The method includes loading 3D data into the game engine SDK, where it is processed and rendered in a virtual environment. Users can then interact with the model, applying physics-based simulations, adjusting lighting conditions, and scripting behaviors. The SDKs also enable collaboration, as multiple users can work on the same project simultaneously. The final output can be exported in various formats for use in other applications or deployed directly in real-time environments. This approach improves efficiency by reducing the need for separate modeling and rendering tools, streamlining the workflow. It also enhances creativity by providing a more immersive and interactive modeling experience. The use of game engine SDKs makes the process accessib
15. The method of claim 13 wherein the modeling tools enable generating virtual replicas with explicit data and instructions based on CAD and CAE models of the real-world elements.
16. The method of claim 13, wherein modeling tools enable a car or drone-based image-scanning pipeline to be input through photo, video, depth measurements, simultaneous location and mapping (SLAM) scanning, or radar-imaging techniques, or combinations thereof in order to model the virtual replicas.
17. The method of claim 13, wherein the data synchronization module enables processing and incorporation of multi-source data into the virtual replicas enabling a one-way or two-way synchronization of virtual replicas with the corresponding real-world elements.
18. The method of claim 11, wherein the multi-source data comprises contextual data, the contextual data comprising micro-context immediately affecting a real-world element, and macro-context derived from a plurality of micro-contexts.
This invention relates to systems and methods for processing and analyzing multi-source data, particularly in the context of real-world elements. The technology addresses the challenge of integrating diverse data sources to provide meaningful insights by categorizing data into distinct contextual layers. The method involves collecting and processing data from multiple sources, where the data includes both micro-context and macro-context. Micro-context refers to immediate, localized information directly affecting a real-world element, such as sensor readings, environmental conditions, or user interactions. Macro-context is derived from aggregating and analyzing multiple micro-contexts to identify broader patterns, trends, or relationships. The system dynamically correlates these contextual layers to enhance decision-making, predictive modeling, or situational awareness. For example, in an industrial setting, micro-context might include real-time machine performance metrics, while macro-context could involve long-term operational trends or cross-system dependencies. The invention improves data interpretation by distinguishing between immediate and aggregated contextual information, enabling more accurate and actionable insights. The method may also involve filtering, weighting, or prioritizing data based on its contextual relevance to optimize processing efficiency and accuracy. This approach is applicable in various domains, including IoT, smart environments, and autonomous systems, where understanding both immediate and broader contextual factors is critical.
19. The method of claim 11, wherein the virtual replicas are based on simulated data of unconnected real-world elements.
This invention relates to the generation and use of virtual replicas in a simulation environment, specifically where these replicas are derived from simulated data representing unconnected real-world elements. The technology addresses the challenge of creating accurate and independent virtual representations of physical objects or systems that do not have direct connections or dependencies in the real world. By using simulated data, the method ensures that the virtual replicas can be generated, analyzed, or manipulated without requiring real-time or direct data input from the actual physical elements. The method involves generating virtual replicas by processing simulated data that mimics the behavior, characteristics, or properties of unconnected real-world elements. These elements may include physical objects, systems, or environmental factors that do not interact or share data in their natural state. The simulated data is used to construct virtual replicas that can be integrated into a simulation environment for testing, analysis, or modeling purposes. This approach allows for the study of scenarios where real-world data is unavailable, incomplete, or impractical to obtain. The virtual replicas can be used to simulate interactions, test hypotheses, or optimize performance in a controlled digital environment. The method ensures that the replicas remain independent of each other, preventing unintended dependencies or interactions that could skew results. This is particularly useful in fields such as engineering, robotics, or environmental modeling, where accurate simulations of isolated systems are required. The use of simulated data also enables flexibility in adjusting parameters or conditions to explore different scenarios without physical constraints.
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June 15, 2020
October 18, 2022
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